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OmniLight Properties

The OmniLight type exposes the following members.

Properties
  NameDescription
Public property_ImportPath (Inherited from Node.)
Public propertyCustomMultiplayer

The override to the default MultiplayerAPI. Set to null to use the default SceneTree one.

(Inherited from Node.)
Public propertyDynamicObject
Gets a new DynamicGodotObject associated with this instance.
(Inherited from Object.)
Public propertyEditorDescription (Inherited from Node.)
Public propertyEditorOnly

If true, the light only appears in the editor and will not be visible at runtime.

(Inherited from Light.)
Public propertyFilename

When a scene is instanced from a file, its topmost node contains the filename from which it was loaded.

(Inherited from Node.)
Public propertyGizmo

The SpatialGizmo for this node. Used for example in [!:Godot.EditorSpatialGizmo] as custom visualization and editing handles in Editor.

(Inherited from Spatial.)
Public propertyGlobalTransform

World space (global) Transform of this node.

(Inherited from Spatial.)
Public propertyLayers

The render layer(s) this VisualInstance is drawn on.

This object will only be visible for Cameras whose cull mask includes the render object this VisualInstance is set to.

(Inherited from VisualInstance.)
Public propertyLightBakeMode (Inherited from Light.)
Public propertyLightColor

The light's color. An overbright color can be used to achieve a result equivalent to increasing the light's LightEnergy.

(Inherited from Light.)
Public propertyLightCullMask

The light will affect objects in the selected layers.

(Inherited from Light.)
Public propertyLightEnergy

The light's strength multiplier (this is not a physical unit). For OmniLight and SpotLight, changing this value will only change the light color's intensity, not the light's radius.

(Inherited from Light.)
Public propertyLightIndirectEnergy

Secondary multiplier used with indirect light (light bounces). This works on both BakedLightmap and GIProbe.

(Inherited from Light.)
Public propertyLightNegative

If true, the light's effect is reversed, darkening areas and casting bright shadows.

(Inherited from Light.)
Public propertyLightSpecular

The intensity of the specular blob in objects affected by the light. At 0, the light becomes a pure diffuse light. When not baking emission, this can be used to avoid unrealistic reflections when placing lights above an emissive surface.

(Inherited from Light.)
Public propertyMultiplayer

The MultiplayerAPI instance associated with this node. Either the CustomMultiplayer, or the default SceneTree one (if inside tree).

(Inherited from Node.)
Public propertyName

The name of the node. This name is unique among the siblings (other child nodes from the same parent). When set to an existing name, the node will be automatically renamed.

Note: Auto-generated names might include the @ character, which is reserved for unique names when using AddChild(Node, Boolean). When setting the name manually, any @ will be removed.

(Inherited from Node.)
Public propertyNativeInstance (Inherited from Object.)
Public propertyOmniAttenuation

The light's attenuation (drop-off) curve. A number of presets are available in the Inspector by right-clicking the curve.

Public propertyOmniRange

The light's radius. Note that the effectively lit area may appear to be smaller depending on the OmniAttenuation in use. No matter the OmniAttenuation in use, the light will never reach anything outside this radius.

Public propertyOmniShadowDetail
Public propertyOmniShadowMode
Public propertyOwner

The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using PackedScene), all the nodes it owns will be saved with it. This allows for the creation of complex SceneTrees, with instancing and subinstancing.

(Inherited from Node.)
Public propertyPauseMode

Pause mode. How the node will behave if the SceneTree is paused.

(Inherited from Node.)
Public propertyProcessPriority

The node's priority in the execution order of the enabled processing callbacks (i.e. , and their internal counterparts). Nodes whose process priority value is lower will have their processing callbacks executed first.

(Inherited from Node.)
Public propertyRotation

Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

Note: In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a Vector3 data structure not because the rotation is a vector, but only because Vector3 exists as a convenient data-structure to store 3 floating-point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.

(Inherited from Spatial.)
Public propertyRotationDegrees

Rotation part of the local transformation in degrees, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).

(Inherited from Spatial.)
Public propertyScale

Scale part of the local transformation.

(Inherited from Spatial.)
Public propertyShadowBias

Used to adjust shadow appearance. Too small a value results in self-shadowing ("shadow acne"), while too large a value causes shadows to separate from casters ("peter-panning"). Adjust as needed.

(Inherited from Light.)
Public propertyShadowColor

The color of shadows cast by this light.

(Inherited from Light.)
Public propertyShadowContact

Attempts to reduce ShadowBias gap.

(Inherited from Light.)
Public propertyShadowEnabled

If true, the light will cast shadows.

(Inherited from Light.)
Public propertyShadowReverseCullFace

If true, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double-sided shadows with .

(Inherited from Light.)
Public propertyTransform

Local space Transform of this node, with respect to the parent node.

(Inherited from Spatial.)
Public propertyTranslation

Local translation of this node.

(Inherited from Spatial.)
Public propertyVisible

If true, this node is drawn. The node is only visible if all of its antecedents are visible as well (in other words, IsVisibleInTree must return true).

(Inherited from Spatial.)
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